Hi all,
Random chime-in!
Some great points raised, this is an interesting topic for us. At this point in development we are wanting sound in space, but simulated (to a high quality) with non-realistic and cinematic flourishes here and there. We plan for the simulated sound to be affected by damage, that is, to cut out and introduce audio artifacts and corruption. This should help remind the player what they are hearing is simulated and a sensitive computer system at that.
A distinction between being comfortable in your ship, taking damage in-ship and on your last legs whilst EVA is important to us. We want to expose the silence of space and highlight the in-spacesuit foley occasionally (gravity style). That's the kind of detail that excites us, but it is implementation-heavy and so, we have held off on this on our current sound engine (fmod) whilst we transition to our new engine (wwise).
I have had a pre-visualisation task of how this might work on my 'to do' list for months and it's something I will be getting to in the coming weeks.
We can't wait to get this aspect fleshed out and see what you all think //content.invisioncic.com/a283374/emoticons/smile.png
edit: forgot to include the fact that as this is a ship computer system, you'll most likely be able to turn it off in-cockpit.
Thanks